/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef _TILEASSEMBLER_H_
#define _TILEASSEMBLER_H_

#include <G3D/Vector3.h>
#include <G3D/Matrix3.h>
#include <map>

#include "ModelInstance.h"

namespace VMAP
{
    /**
    This Class is used to convert raw vector data into balanced BSP-Trees.
    To start the conversion call convertWorld().
    */

    class ModelPosition
    {
    private:
        G3D::Matrix3 iRotation;
    public:
        G3D::Vector3 iPos;
        G3D::Vector3 iDir;
        float iScale;
        void init()
        {
            iRotation = G3D::Matrix3::fromEulerAnglesZYX(G3D::pi()*iDir.y/180.f, G3D::pi()*iDir.x/180.f, G3D::pi()*iDir.z/180.f);
        }
        G3D::Vector3 transform(const G3D::Vector3& pIn) const;
        void moveToBasePos(const G3D::Vector3& pBasePos) { iPos -= pBasePos; }
    };

    typedef std::map<uint32, ModelSpawn> UniqueEntryMap;
    typedef std::multimap<uint32, uint32> TileMap;

    struct MapSpawns
    {
        UniqueEntryMap UniqueEntries;
        TileMap TileEntries;
    };

    typedef std::map<uint32, MapSpawns*> MapData;

    class TileAssembler
    {
    private:
        std::string iDestDir;
        std::string iSrcDir;
        bool (*iFilterMethod)(char *pName);
        G3D::Table<std::string, unsigned int > iUniqueNameIds;
        unsigned int iCurrentUniqueNameId;
        MapData mapData;

    public:
        TileAssembler(const std::string& pSrcDirName, const std::string& pDestDirName);
        virtual ~TileAssembler();

        bool convertWorld2();
        bool readMapSpawns();
        bool calculateTransformedBound(ModelSpawn &spawn);

        bool convertRawFile(const std::string& pModelFilename);
        void setModelNameFilterMethod(bool (*pFilterMethod)(char *pName)) { iFilterMethod = pFilterMethod; }
        std::string getDirEntryNameFromModName(unsigned int pMapId, const std::string& pModPosName);
    };
}                                                           // VMAP
#endif                                                      /*_TILEASSEMBLER_H_*/
